/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Selection/MeshTopologySelectionMechanic.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMeshTopologySelectionMechanicProperties : public [UInteractiveToolPropertySet](API\Runtime\InteractiveToolsFramework\UInteractiveToolPropertySet)
bool
bCanSelectEdges
bool
bCanSelectFaces
bool
bCanSelectVertices
Whether to enable the different selection modes (in the detail customization)
bool
bDisplayPolygroupReliantControls
Used to avoid showing some of the selection filter buttons in triedit (in the detail customization)
bool
bEnableMarquee
bool
bHitBackFaces
When set, faces that face away from the camera are ignored in selection and occlusion.
bool
bIgnoreOcclusion
Do not check whether the closest element is occluded from the current view.
bool
bMarqueeIgnoreOcclusion
Determines whether vertices should be checked for occlusion in marquee select (Note: marquee select currently only works with edges and vertices)
bool
bPreferProjectedElement
The following were originally in their own category, all marked as AdvancedDisplay.
bool
bSelectDownRay
If the closest element is valid, select other elements behind it that are aligned with it.
bool
bSelectEdgeLoops
When true, will select edge loops. Edge loops are paths along a string of valence-4 vertices.
bool
bSelectEdgeRings
When set, will select rings of edges that are opposite each other across a quad face.
bool
bSelectEdges
bool
bSelectFaces
bool
bSelectVertices
TWeakObjectPtr<...
Mechanic